I need help organizing and setting up textures and shaders on my mesh, how do I know which texture map is which?
Here, try a setup like this. I think this is closer to what you're looking for (although I don't know what the end result is supposed to look like).

The texture you're using for your &quot;normal map&quot; seems to have most of (if not all) the useful information in the red channel, thus that's what I used. The data contained isn't sufficient for the use of a Normal Map node, but the B&amp;W data can be used for a Bump Node.  I don't think I need the RGB to BW node, but I wanted to be sure for the bump to be as accurate as possible. As you can see, I had to soften it greatly by mixing it with white before it became anywhere close to realistic (unless the person in the model has really bad skin).
I took the same channel and inverted it to form the basis for the roughness, but had to mix it slightly with white to &quot;even it out&quot; - otherwise the face had distinct &quot;oily-looking patches&quot; that didn't quite match the sheen of a real face. Oh, and a face has no need for metallic values (unless there are piercings, glasses frames, chains, earrings, shrapnel, etc...), so I removed the input.
Lastly, I plugged the BaseColor (minus the Ambient Occlusion) into the Subsurface Color, and increased the strength a bit to make the model look less plastic. On the topic of Ambient Occlusion, don't forget you have to turn it on by checking the box in the render properties panel first, for it to have the proper effect.
This may not be perfect, but I hope it at least gets you closer.
NOTE - upon further inspection, the green channel of the second image texture seems to be an Ambient Occlusion map. You can either use it as color the input for the Ambient Occlusion Node, or just use the one we created from the heightmap (they are both very similar). The Blue channel contains pure black, so I assume it was meant for the Metallic input (0 value). You can connect it or just leave the input blank with the value at 0.